This was my final submission for Cubebrush’s Artwar More images can be seen on my art station page:https://www.artstation.com/artist/josefuentes

I recently finished a 3D Character on my spare time. I did it for Cubebrush’s ArtWar This model was made in about 10 weeks putting anywhere from 20-30hrs a week. The idea behind this image was a fantasy character. I ended up drawing out my concept first then started in Maya, then started on Zbrush, Mari, and Marvelous Designer, and eventually ended up in Modo for the render.

I used to play a lot of Mortal Kombat growing up. Still to this day it is my favorite fight game. I was always inspired by all of the art from that game. Once i finished the character and showed it to some of my friends, they would always comment on how he looked like he belonged in Mortal Kombat. Crazy how sometimes you do things almost subconsciously

What a journey it was to create this character, I learned so much and I can’t wait to do it again

This is the final render that is used in game for the Bonus Progressive feature www.jose-f.com

The above render was made for the Bonus Progressive feature that I worked on for. My role in the feature was to create the UX flow, model, surface, texture the 3D elements. Once that was done I retopo’d the High Polymesh and created all the realtime 3D game assets, and baked the textures.

I used the concept art that was created by one of our extremely talented concept artist, Lee Tao to create the animatic. It outlines the basic flow of how the feature works starting from triggering the feature in game, to playing said feature, and finally transitioning back to the slot game.

This image shows the High Poly surfaced model on the left, and the retopo’d model with baked textures on the rightwww.jose-f.com

This image is the first version of the Appstore Image for Pop!Slots, which launched today. For this image I was responsible for the scene assembly, surfacing, lighting, and rendering. Afterwards this image was passed over to one of our Art Directors, for paint overs and color correction.

I love when i get to be involved in a feature from the very early concept to the fully finished product. For MyKonami I was tasked with creating the UX flow of the entire feature. Below is the final animatic that I delivered which showed the entire flow of the feature

Once the UX flow was approved, the concept artist came up with the look and feel of the Hopper and Horn. My task was then to take the concept model, surface, and render the 3D elements that would then get handed over to the production artist, which would comp it along with their 2D art. The image below shows my 3D model on top with the final comp that was done by our production artist.

For this image i was responsible for the modeling, surfacing and rendering of the 3D elements which then got comped by our production artistswww.jose-f.com